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Analysis of factors affecting players' performance and perception in multiplayer games

Published: 10 October 2005 Publication History

Abstract

In this paper we analyse different factors affecting players' perception and performance in multiplayer games. We introduce a mean opinion score metric borrowed from the subjective analysis of audio and video content to classify the player's perceived game quality. With a survey we investigated the player's view on network latency for a variety of games. Furthermore, we examine four different games under different network conditions and collect data on game score and subjective perception from every player. During the evaluation, we investigate the effect of latency and jitter on multiplayer games. We use regression analysis methods to identify coherences between delay, jitter, skill, game score, and the subjective impression of the player. Finally, we compare the results from the survey and the experiments.

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Cited By

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  • (2024)The Effects of Network Latency on the Peeker's Advantage in First-person Shooter GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650002(1-10)Online publication date: 21-May-2024
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cover image ACM Other conferences
NetGames '05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
October 2005
164 pages
ISBN:1595931562
DOI:10.1145/1103599
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

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Published: 10 October 2005

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  • (2024)The Effects of Network Latency on the Peeker's Advantage in First-person Shooter GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650002(1-10)Online publication date: 21-May-2024
  • (2024)Exploring the Facets of the Multiplayer VR Gaming ExperienceACM Transactions on Multimedia Computing, Communications, and Applications10.1145/364989720:9(1-24)Online publication date: 29-Feb-2024
  • (2024)FovOptixProceedings of the 15th ACM Multimedia Systems Conference10.1145/3625468.3647612(67-77)Online publication date: 15-Apr-2024
  • (2024)Predictive Dead Reckoning for Online Peer-to-Peer GamesIEEE Transactions on Games10.1109/TG.2023.323794316:1(173-184)Online publication date: Mar-2024
  • (2024)Empowering ISPs with Cloud Gaming User Experience Modeling: A NVIDIA GeForce NOW Use-Case2024 27th Conference on Innovation in Clouds, Internet and Networks (ICIN)10.1109/ICIN60470.2024.10494462(202-209)Online publication date: 11-Mar-2024
  • (2023)Does More Investment in Universities Improve Their Performances?Journal of Global Information Management10.4018/JGIM.32051731:1(1-20)Online publication date: 24-Mar-2023
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  • (2023)Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of ConsumersJournal of Global Information Management10.4018/JGIM.31721631:1(1-30)Online publication date: 3-Feb-2023
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